noise problem

Hello people!
I have a noise problem in the white brick material. i render it whith 2500 samples.
Here is the video

I dont know what to do, i deactivated light cache and try all the alternative. i really had a hard time with the reflections in this files either.
I notice this problems in open wide cameras, in close angles works fine.
Also i rendered a external scene with vray sun (no more lights) and vray sky and it works fine! smooth and quick.

Is this with the denoiser enabled ?

Greetings,
Vladimir Nedev

Yes, denoiser and reduce flickering

i disable the bump and the refelction on the white brick material, the noise reduce a lot, but is not fine to me. I spend a lot of time trying to solve this. I think is maybe the scale of the file or the models, i really dont know.
The advance settings affect something in the render sequence?
cheers!

We also had this problem and noticed it is less obvious with animated noise disabled in Advanced Scene Settings

The AI denoiser is having a hard time denoising this image due to the glass in front. We could try to reproduce your result with a similar scene (or better yet, use yours if you could share it) and see if we can find a way to improve it, but it’s not an easy problem to tackle.

We are having a similar issue [worse in the video, since it is only 250 samples, also with light cache turned off]. There seems to be some weird interactions with glass between vantage and vray. Below the video was an early test issue we had when there were multiple layers of glass. When there were 3+ layers [in this case, a closed sliding door at the left] the areas in between the glass became pitch black and became a completely reflective surface. We solved this by cheating [removing some of the layers that wouldn’t be seen] and then by turning off some of the refractions in vray* before exporting the .vrscene. This makes the glass seem more thin and plastic in vray, but looks much better in vantage. This also ended up helping a bit with the flickering behind the glass in the videos, but it’s still there.

*the setting was turning off “visible in refractions” under the raytracing settings for the material.

The issue with the multiple layers of glass must have been due to the refraction bounce limit (set through the Render tab on the left). V-Ray also has a limit for this, but Vantage uses its own setting and disregards reflection and refraction depths specified in the vrscene file. You could try increasing the refraction bounces in Vantage at some performance cost.

I see, thank you. In Vray for Rhino, I can see that the default for both reflections and refractions is 5, but there is also an option to increase this depth for objects with transparencies. I do not see this setting in Vantage, but will this be an option in the future [for now, I will just turn up the refraction bounces a bit in Vantage]? Also, do you think this will help with the flickering behind the glass in the videos?

i’m glad i’m not alone .
I noticed when use vray sky/sun setup this not happend or is inperceptivel. The architecture project i work is not receiving lights from the exterior, is a night scene but i triying to setting a daylight setup (and deleting walls, windows to let the sunlight in) and voilá noise reduce, time render reduce with satisfactory results to me. I will upload the video later. In the same scene i have some green walls with no daylights vantage can’t render the forest in the green wall, i looks like a blur effect. when i try the daylight setup render time is less and no more blury effects on the forest.

Sorry fot my bad english :wink:

I think we also noticed the same thing. Not with daylight, but if the area behind the glass was brighter, there was less of a problem.

Right now i work in a new take. Showing the shop is in the video, i have the same problem, noise, awkward shadows, 3000 samples not solved the problem.
I did the same thing in this scene, let the daylight in into the building, put more intensity on the artificial lights and then i regulate the camera to show the way i like. I also disabled the animated noise. its perfect to me!
I don1t know the way vantage calculate GI but i think vraysky/sun work better than vraylights to ilumate the scene, my first impression.

but there is also an option to increase this depth for objects with transparencies. I do not see this setting in Vantage, but will this be an option in the future [for now, I will just turn up the refraction bounces a bit in Vantage]?

Currently Vantage supports only “clip” opacity/transparency.
This is resolved at the intersection level, so we didn’t restrict its depth.
That’s why Vantage doesn’t have the “max. transparency levels” option.

When we implement stochastic opacity/transparency,
it will most likely use the refraction limit or the total limit (currently capped at 15).
But that’s yet to be determined.

The architecture project i work is not receiving lights from the exterior, is a night scene but i triying to setting a daylight setup (and deleting walls, windows to let the sunlight in) and voilá noise reduce, time render reduce with satisfactory results to me.

If you are lighting with lots of artificial lights, Vantage has to choose only one of them, which can lead to noise.
Vantage doesn’t have the adaptive lights that V-Ray has which help a lot with the noise.
The adaptive lights might not be a good fit for the interactive/real-time nature of Vantage, so we will be looking at some other options.

For now, you can try increasing the number of light tree samples.
In the Lights tab, under “Advanced”, next to “Enable lights tree”, you can increase the number of light tree samples.
Note that the maximum 8 samples will requires 300 MBs of extra GPU memory.
This will slow down the rendering, but also reduce the noise.
It can also lead to brighter/more accurate image due to less max intensity clamping.

Greetings,
Vladimir Nedev

The flickering is not related to any of the raytracing depth limits. It’s a denoising issue.

Regarding my latest post, it looks like it’s more likely a sampling issue and not the denoiser at fault.

As Vladimir said, try increasing the light tree samples or try disabling the light tree entirely. It will render each sampling pass slower, but with higher quality, so you can counter the slowdown by reducing the number of camera samples per frame (e.g. from 2500 to 600-800).

Note that if you disable the light tree entirely, the rendering might be incorrect, as there is an upper limit on the number of shadow rays that can be traced.
With too many lights in the scene (and a disabled light tree), this upper limit may be reached and some lights won’t add their contribution.

Greetings,
Vladimir Nedev

Thaks a lot! i will try your sugestions. I uploaded the video for you see the results, i satisfy with the results but have some big problems in 3 points :
minute 00:56 noise on the glass of the bottles
minute 1:17 flickering on the bucket of beer (same bucket of the top of the video with no problems)
minute 1:29 noise on the couchs

**from 1:02 to 1:09 i solved the problem

What settings did you use for this sequence?
- Denoiser “reduce flickering”
- Light cache on/off
- Max. secondary ray intensity on/off and value
- Light tree on/off and samples
- Sequence samples per frame

Hi Npg, I don’t remenber :confused: . But the scene with the bucket i used 1350 samples, unticked “denoise flickering”, light cache ON, (max secondary valeus i don’t know what it is :-P), Lightree as default. Also untick animated noise.
Right now i trying another sequence more complex than that and use the same values but with lightree with 8 samples. it’s perfect!!! (my first impression viewing the frames one by one) is taking more time to render the sequence but worth the price. Later i will post another video with the new results. Thanks a lot! If you still needed i can upload the scene as soon i end the work.

use the same values but with lightree with 8 samples
I’m curious how much you could reduce the samples per frame (which are 1350 according to what you said) when using 8 light tree samples. You said it’s slower, but the higher quality should allow you to reduce the number of camera samples. It would require a bit of experimenting to find the best number though.